Showing posts with label monster. Show all posts
Showing posts with label monster. Show all posts

Tuesday, December 24, 2019

The First Monster Manual

The contents and structure of medieval bestiaries are very similar to Dungeons and Dragons Monster Manuals. Sans stat blocks.  I know because I just looked at several at the Blanton Museum special exhibit Medieval Monsters.



It was extremely hard to get good photos (dark, no flash).  View full Medieval Monsters Picture Gallery.



I was most amazed at the age of the books. Firstly, I did not realize bound books "technology" was so old.  Secondly, how have these things survived 700-800 years! There was samples of three types of vellum, from thin and fine (I forget what animals, deer?) to the thick, robust, indestructible feeling goat hide. Pro tip, scribe your spell book on goat vellum!

Check out this multi-headed camel leopard thing.



The rest of the pictures I took are over on my friend or foe site, under medieval monsters.

Monday, September 10, 2012

The Complete Sithogy

This awesome dude, Mathew, put together a Google Doc of my Sithogy posts.  Which I hope is publicly shared.



The tale of what happen when players in my OSRIC campaign Raided Sithogy's Lair.  And the first post describing Sithogy the Black and his Lair.



Tuesday, August 28, 2012

Deathguards of K'jore

Long ago I ran a 3.5 campaign and needed "chaos paladins" for the bad guys, K'jore. Without any more explanation than that here's example output of the deathguard generator program I wrote:

Level 7 K'jore Deathguard Fighter (medium abberation) CR8
  Hits: 62 / 17
  Move: 30'
  Str 16 (+3)
  Dex 10 (+0)
  Con 17 (+3)
  Int  8 (-1)
  Wis 10 (+0)
  Cha 14 (+2)
  Fort +7, Ref +4, Will +7
  AC: +18, Touch +10, Flat +18
  SD: immune fear, disease, polymorph
  Attacks: Bab +7, Grap +10
    +11 (19-20) Polearm 1d10+5 +1 wound(vampire) [reach]
     +6 (19-20) Polearm 1d10+5 +1 wound(vampire) [reach]
  Powers:
    10' Darkness Despair(-1 actions) DC15 Will
    Wall of K'Jore(Chaos)
  Feats:
    Specialization Series +1/+2
  Equipment:
    Black Plate [Repulsion 10' (can't approach) / DC19 Will negate]

Level 8 K'jore Deathguard Fighter (medium abberation) CR9
  Hits: 69 / 18
  Move: 30'
  Str 16 (+3)
  Dex 10 (+0)
  Con 18 (+4)
  Int  8 (-1)
  Wis 10 (+0)
  Cha 14 (+2)
  Fort +8, Ref +4, Will +8
  AC: +20, Touch +10, Flat +20
  SD: immune fear, disease, polymorph
  Attacks: Bab +8, Grap +11
    +14 (19-20) Demon Axe 1d12+6 +1d6 Purple melt (acid/taint diseased / DC10+dam Fort negate) [opt reach]
     +9 (19-20) Demon Axe 1d12+6 +1d6 Purple melt (acid/taint diseased / DC10+dam Fort negate) [opt reach]
  Powers:
    10' Darkness Despair(-1 actions) DC16 Will
    Summon K'jore beasts
  Feats:
    Specialization Series +2/+2
  Equipment:
    +1 Black Plate [Repulsion 10' (can't approach) / DC19 Will negate]
    +1 weapon

Level 9 K'jore Deathguard Fighter (medium abberation) CR10
  Hits: 75 / 18
  Move: 30'
  Str 16 (+3)
  Dex 10 (+0)
  Con 18 (+4)
  Int  8 (-1)
  Wis 10 (+0)
  Cha 14 (+2)
  Fort +9, Ref +5, Will +8
  AC: +20, Touch +10, Flat +20
  SD: immune fear, disease, polymorph
  Attacks: Bab +9, Grap +12
    +15 Tenticle 1d8+6 [auto grapple]
    +10 Tenticle 1d8+6 [auto grapple]
  Powers:
    10' Darkness Despair(-1 actions) DC16 Will
    Stop Teleport/etc
  Feats:
    Specialization Series +2/+2
  Equipment:
    +1 Black Plate [Corona of Hate (10/heal, 10'r Attack random + Rage(+4 str/con, -2 AC) / DC15 Will negate]
    +1 weapon

Level 10 K'jore Deathguard Fighter (medium abberation) CR11
  Hits: 87 / 18
  Move: 30'
  Str 16 (+3)
  Dex 10 (+0)
  Con 18 (+4)
  Int  8 (-1)
  Wis 10 (+0)
  Cha 14 (+2)
  Fort +9, Ref +5, Will +9
  AC: +21, Touch +10, Flat +21
  SD: immune fear, disease, polymorph
  Attacks: Bab +10, Grap +13
    +16 (18-20) Pick 1d6+6 or (20) Flail 1d8+6 [+2 disarm, trip]
    +11 (18-20) Pick 1d6+6 or (20) Flail 1d8+6 [+2 disarm, trip]
  Powers:
    10' Darkness Despair(-1 actions) DC17 Will
    Contagion Taint disease d4 taint + same damage to random stat/day DC15 Fort
    Storm of Vengence
  Feats:
    Specialization Series +2/+2
    +3 wound points
  Equipment:
    +2 Demon Plate [Corona of Black (10/elec, 10'r 1d12 + shocked(-2 dex/str, 1/2 move) / DC15 Fort negate]
    +1 weapon

Level 11 K'jore Deathguard Fighter (medium abberation) CR12
  Hits: 109 / 18
  Move: 30'
  Str 16 (+3)
  Dex 10 (+0)
  Con 18 (+4)
  Int  8 (-1)
  Wis 10 (+0)
  Cha 14 (+2)
  Fort +10, Ref +6, Will +10
  AC: +22, Touch +11, Flat +22
  SD: immune fear, disease, polymorph
  Attacks: Bab +11, Grap +14
    +17 Three-piece-mace 1d8+6 clinging [trip, opt reach]
    +12 Three-piece-mace 1d8+6 clinging [trip, opt reach]
     +7 Three-piece-mace 1d8+6 clinging [trip, opt reach]
  Powers:
    10' Darkness Despair(-1 actions) DC17 Will
    Prismatic Spray DC19 varies
    Alter structure of world (move/create walls, + gravity + slow + animate etc.)
  Feats:
    Specialization Series +2/+2
    +3 wound points
  Equipment:
    +2 Demon Plate [Corona of Purple (10/-, 10'r 1d12 taint + Nauseated / DC15 Fort Sickened]
    +1 weapon
    +1 ring of protection

Level 12 K'jore Deathguard Fighter (medium abberation) CR14
  Hits: 121 / 18
  Move: 30'
  Str 16 (+3)
  Dex 10 (+0)
  Con 18 (+4)
  Int  8 (-1)
  Wis 10 (+0)
  Cha 15 (+2)
  Fort +11, Ref +7, Will +11
  AC: +24, Touch +11, Flat +24
  SD: immune fear, disease, polymorph
  Attacks: Bab +12, Grap +15
    +19 (19-20) Demon Axe 1d12+9 +1d6 Purple melt (acid/taint diseased / DC10+dam Fort negate) [opt reach]
    +14 (19-20) Demon Axe 1d12+9 +1d6 Purple melt (acid/taint diseased / DC10+dam Fort negate) [opt reach]
     +9 (19-20) Demon Axe 1d12+9 +1d6 Purple melt (acid/taint diseased / DC10+dam Fort negate) [opt reach]
  Powers:
    10' Darkness Despair(-1 actions) DC18 Will
    Animate world to attack foes +12 tohit 2d6 damage
    Dictum DC19 Will see chart
  Feats:
    Specialization Series +2/+4
    Whirlwind, attack all in reach
  Equipment:
    +3 Demon Plate [Cloak of K'jore (+4 AC, +4 save, SR 25 vs Ian, Ian confused 1rnd if he hits)]
    +2 weapon
    +1 ring of protection

Level 13 K'jore Deathguard Fighter (medium abberation) CR15
  Hits: 112 / 18
  Move: 30'
  Str 16 (+3)
  Dex 10 (+0)
  Con 18 (+4)
  Int  8 (-1)
  Wis 10 (+0)
  Cha 15 (+2)
  Fort +11, Ref +7, Will +11
  AC: +24, Touch +11, Flat +24
  SD: immune fear, disease, polymorph
  Attacks: Bab +13, Grap +16
    +20 Razor Chain 3d4+9 clinging [+2 disarm, trip, opt reach]
    +15 Razor Chain 3d4+9 clinging [+2 disarm, trip, opt reach]
    +10 Razor Chain 3d4+9 clinging [+2 disarm, trip, opt reach]
  Powers:
    10' Darkness Despair(-1 actions) DC18 Will
    Summon K'jore beasts
    True Strike +20
  Feats:
    Specialization Series +2/+4
    +3 wound points
  Equipment:
    +3 Demon Plate [Cloak of K'jore (+4 AC, +4 save, SR 25 vs Ian, Ian confused 1rnd if he hits)]
    +2 weapon
    +1 ring of protection

Level 14 K'jore Deathguard Fighter (medium abberation) CR16
  Hits: 132 / 18
  Move: 30'
  Str 16 (+3)
  Dex 10 (+0)
  Con 18 (+4)
  Int  8 (-1)
  Wis 10 (+0)
  Cha 15 (+2)
  Fort +11, Ref +7, Will +12
  AC: +25, Touch +11, Flat +25
  SD: immune fear, disease, polymorph
  Attacks: Bab +14, Grap +17
    +21 Razor Chain 3d4+9 [+2 disarm, trip, opt reach]
    +16 Razor Chain 3d4+9 [+2 disarm, trip, opt reach]
    +11 Razor Chain 3d4+9 [+2 disarm, trip, opt reach]
  Powers:
    10' Darkness Despair(-1 actions) DC19 Will
    Contagion Taint disease d4 taint + same damage to random stat/day DC15 Fort
    Anti-magic 5' sphere DC19 Will
  Feats:
    Specialization Series +2/+4
    Deflect Arrows
    Deflect Arrows
  Equipment:
    +4 Demon Plate [Corona of Cold (10/fire, 10'r 1d12 + shivers(-2 dex/str, 1/2 move) / DC15 Fort negate]
    +2 weapon
    +1 ring of protection

Monday, July 2, 2012

Slithering Stalker

[mwschmeer has been collecting these "Sithogy" posts into a Google Doc, cause he's awesome like that.]

Evil cultists, witches and sorcerers may learn the profane rituals required to create Slithering Stalkers, a sort of undead snake assassin. Any snake or snake like creature can be turned into a Slithering Stalker. Source creature's Hit Dice determine stalker's HD and must less than or equal to the HD/level of the ritual's performer. The ritual requires days of preparing ingredients, cursings, vile acts, and the like.

Ingredients required to construct Slithering Stalker

  • Snake skeleton
  • Hair, personal item, etc of victim
  • Blood of Elf
  • Hag's head (the monster not a crotchety old lady)
  • The usual, relatively easy to acquire bat wings, grave soil, etc.

Being Stalked

Once completed the Slithering Stalker will relentlessly seek out its victim. Supernaturally able to track them over any distance. Stalkers are masters of silent movement and concealment. Stalkers generally ignore distractions, but if forced, will attack and kill anything preventing it from reaching its victim.

Stalkers are undead constructs and have the typical immunities and resistances of those creatures. Assume Thief skills as level equal to twice Stalker's HD. Higher HD 6+ proly get to be invisible or ethereal, etc. A single touch by stalker will slay it's victim (PC's proly should get a save) or perhaps use assassination mechanics. Other stats should scale by HD, the source snake stats good place to start. AC should be on high side.

In my Temple of Elemental Evil campaign the party unwittingly provided Screng the Witch of Nulb with the ingredients required to construct a giant (from 30' boa constrictor) Slithering Stalker. [This was one of my greatest DM deceptions, spanning half dozen sessions over more than 6 months real world time ;)]. The party learned of their culpability and sent warning just before this stalker murdered The Arch-Cleric of Veluna. Casting Veluna's war with Iuz into further chaos. Something like this (background machinations, time pressure (warn victim before snake gets there), etc), rather than just straight up "kill the monster" is what stalker is good for.

Thursday, June 21, 2012

Sithogy the Black

[mwschmeer has been collecting these "Sithogy" posts into a Google Doc, cause he's awesome like that. This was an (optional) side adventure in my semi-weekly Temple of Elemental Evil OSRIC Campaign. The party raided the mound, successfully capturing Sithogy's Boa for a witch (they should not have been doing favors for). Later; (at avg 3rd level!) the party, various local personalities, most of Nulb the pirate town's residents, a couple pirate ships, and the HMS Resource returned to slay the dragon and loot its hoard. Things didn't work out exactly as planned ;)]

Sithogy

Is a very old, smallish Black Dragon 6HD, 3AC, 36HP, d4/d4/3d6, 50' acid BW, Fear < 5HD, +2 saves, speaks, breaths water, 30% detect hidden, 50% asleep, has memorized Comprehend Languages, Affect Normal Fires, Unseen Servant, Invisibility.

He spends most of the time invisible. 60% in lair, 20% lounging around his lake, 20% abroad.

His true lair is deep underwater and unlikely to be penetrated. If cornered he's not that tough on paper. Played right, he should never be cornered. Sithogy is very smart, extremely cunning, selfishly evil and cowardly. He has survived for more than 350 years. Aided by spells and allies he employs traps, deception, misdirection, hit-and-run assaults, and "let's you and him fight" tactics. He regularly trades intelligence with Air Temple Priests, Screng the Witch of Nulb, a Sea Hag (before party killed it), and various swamp creatures (via spells). He will be aware of any threats to him in the region.  And many in this evil area are very willing to get on his good side by doing him a favor such as dealing with PCs who become too interested in dragons.

Rumors


  1. Sithogy collected most of the treasure left behind after The Battle of Emerdy Meadows and the Siege of ToEE.
  2. The Elemental Air Temple is attempting to recruit Sithogy.
  3. On the Winter Equinox Sithogy and Screng the Witch of Nulb perform vile rites atop his mound.
  4. Sithogy employs illusions and other arcane trickery to confuse those who shall soon be his supper.
  5. To safeguard their ships the Pirates of Nulb pay Sithogy tribute.
  6. Sithogy does not like the taste of Dwarve. 


Elevation and tunnel map of Mound Lair

The Mound

Sithogy's abode is a large, muddy mound of an island at the center of a mile wide lake he has dredged from the swamp far NE of Nulb. Numerous holes potmark its surface. Seventeen of which Sithogy has dug out into long twisting tunnels. These tunnels are roundish, muddy, slippery, and filled with roots, twists, and steep elevation changes. Nine of the holes lead to one of Sithogy's three pets (below). The other eight pass right through the mound. This "maze" should confuse and (ideally) provide food for his pets. Causing intruders to waste time futilely searching for the "one tunnel" leading to Sithogy's lair. Delaying them long enough for Sithogy to wake up and take notice.

Tunnel Encounters 

(roll once per tunnel or as desired)
  1. Big Boa looking for something to squeeze or G. Leeches looking for something to suck.
  2. Ceiling Snagwort 3HD, 6AC, 10' sticky tentacle, d6 strangle.
  3. Poisonous snakes or frogs, G. mosquito's, similar normal swamp creatures.
  4. Slip & fall, lost/broken item, mudslide, similar environmental damage.
  5. Swamp gas goes boom, 4d6 plus tunnel collapse.
  6. Punji sticks, ye old swinging spiked log, neck high wire, or the like. Remember Sithogy is smart, cunning and evil!

Boa's Lair

A big, 30' long, Boa Constrictor curls up here when it's not out hunting 50% of the time.

Leeches Lair

Gaggle of Giant Leeches suck it up here abouts.

Fungamoth Lair

Fun times. Fungamoth: 8HD, 7AC, only +5 to-hit, d4/d4/2d6, starts off bruise blue. In addition to tentacle touches and mouth bite it does one of the following every round:
  1. Changes Color; burnt range, lime green, radiant purple, flesh pink
  2. Static Charge, d6 to anyone who hits this round
  3. Spews spore pods, those hit save vs poison or confused d4 rnds
  4. 10'r 3d6 Lighting Ball
  5. 15' wide 30' long 3d6 Cone of Fire
  6. Hacks up ;disgusting blob of slime/mold/ooze of DM's choice
4, 5, 6 (and 2d6 bite attack) require a mouth. The Fungamoth has two of these at the ends of long "stalks". Looking very much like they can be cut off with a lucky or targeted slice.

Air Shrine

Surmounting the mound are the recently erected (by ToEE Air Temple) stone monoliths and sacrificial alter to Akadi, Air Elder Elemental Goddess. There is 1 in 6 chance of observing Air Temple Priest arriving or leaving via air elemental. If not, 1 in 6 chance of catching several Air Temple Priests performing some profane ritual under the open sky.

The Shaft

In the center of the air shrine a 10' dia shaft descends into darkness. Reminiscent of air shaft in ToEE a narrow staircase winds around its edge. The air temple is very weak and has few resources to spare for recruiting Sithogy despite it being their best gambit. Along the shaft are a few rooms containing four Air Temple Hobgoblins, Two Air Temple Priests (2nd, 3rd level) and several Steam and Smoke Mephits (likely encountered in the shaft itself). Very little treasure. It is all given to / demanded by Sithogy.

There is 2 in 6 chance of Kelno, Air EHP, being present as well. Busily attempting to bribe / convince Sithogy to commit to the Air Temple. Something Sithogy will not do for as long as he can milk Kelno. In fact, he's currently attempting to reach out to other Elemental factions (something party could help with) hoping they will ply him with bribes as well. ;Or, at least / eventually pay for Kelno's head.

Inner Cavern

This large (big enough for Sithogy to fly around) cavern is two-thirds filled with a swampy lake. The other third being boot sucking mud and quicksand filled swampy land. The roof is pierced by The Shaft. ;Its stair terminating in a metal catwalk 50' above the water. Numerous casks of oil are concealed throughout the cavern. Sithogy uses these in conjunction with Unseen Servant and Affect Normal Fires to "welcome" invaders who penetrate this far.  

There is small chance of encountering guests (Air Priests, Screng, other CE personalities) awaiting an audience or being entertained by Sithogy.  No other encounters will occur. Sithogy eats or scares away everything else.

After much searching deep in the murky lake (requires water breathing) one of two tunnels may be located. One leads 100's of feet to outer lake. If discovered and every year regardless Sithogy redigs this, his main, entrance tunnel. The other tunnel leads to Sithogy's Cave. The silt filled water in these tunnels and Sithogy's Cave have but 1' visibility.

Sithogy's Cave

Deep underground past a long, dark, twisty, muddy water filled passage lies Sithogy's water filled cave. He maintains a small pocket of air for his scrolls and other treasures that would otherwise be damaged. The bulk of his hoard is sunk into and piled up on the muddy floor. He enjoys squirming and rollicking through it all.

The Hoard

Even with ability to breath water it would be difficult and very time-consuming to locate all of this.
  • Scrolls for memorized spells
  • 13 other scrolls
  • 1 scroll of explosive ruins
  • Recipe for creating slithering stalker (undead snake assassin), notable for being the same items party has delivered to Screng the Witch :) :) :)
  • Map to ToEE
  • Map of ToEE dungeon lvl 3 North
  • List of ToEE faction symbols and leader names
  • Letters from Air EHP confirming their attempts at recruiting Sithogy
  • Magical self-lighting lamps
  • Breastplate conferring immunity to wooden weapons
  • Heavy Iron Gloves, require 18+ STR, provide 95% bend bar
  • Firbolg Bag, opens into a coracal boat
  • Coffer of d6+6 feathers, each does d10 and automatically hits if thrown
  • Bag of Crushing (fun times!)
  • Necklace of Life Keeping
  • Bread of Invulnerability in wax sealed tin, think fruit bread (100% immunity to damage for d4 rounds)
  • "Hateful Seeker" two-hand Holy Dragon Slayer sword (detailed in future post)
  • "Dragon's Claw" scimitar Holy Dragon Slayer sword (detailed in future post)
  • Dwarven Hammer +2, returning
  • Elven Plate (elf multi-classed mages may wear without casting penalty)
  • +2 LE Longsword 6 ego, 17 int, speaks Angelic and Diabolic, locate object 120', detect silver, cold iron, good 20', purpose "destroy weapons of good or devil destroying"
  • Bracers of Armor
  • Book of Infinite Spells
  • Ring (roll randomly)
  • d12 potions (roll randomly)
  • 19 gems, 8750gp total
  • 7 jewelry, 17500gp total
  • 43,000sp
  • 13,000ep (elf made electrum coins)
  • 15,000gp
  • 112,000cp
  • 4 idols, 6 holy symbols 5 ornate boxes/chest, 4 statues, 1 vase, 6 sculptures, pair ivory tusks, silver tureen, antique sword, gold key

Thursday, January 12, 2012

Monster - Big Bad

When I think of player challenges (monsters, traps, puzzles, etc) I think less about stat blocks and numbers and more about theme and feeling.   In my notes I'll write "fire monster" and couple lines on cool abilities/tactics, "flame whip", "sticky napalm".  I'll figure out how many, what hitdice, damage, AC, etc on the fly.  Faster for me to wing it than look it up.   So, I've never been a big author or consumer of monsters.  Instead I use things like this;


Big Bad

This monster should be large and the centerpiece of an adventure's / dungeon's climax. It is the Big Bad, the terror the party has been hearing rumors of, seeing clues of it's presence, and eager with anticipation and fear to finally face it.  The exact stats (AC, HD, hitpoints, Damage, Immunities, etc.) are left up to you to determine.  It should be tough though.  The main feature is the Big Bad's counterattack.

Counter attack:  Every time the Big Bad takes or is hit for damage it gets to immediately strike back.   Attacking whoever just damaged it.  Or, random opponent if source of damage is undefined or unattackable.  This occurs in violation of any rules regarding initiative, number of attacks per round, etc.  The Big Bad should have a melee and a ranged counterattack.

Ongoing threat:  Instead of a normal attack the Big Bad (or it's environment, spawned minions, etc) drains opponents of some resource (hitpoints, stats, levels (ouch)).  This is to make it tougher to work around / exploit limitations of counter attack.


Example Big Bad

The Blobinator


This humungus blob of oozes, jellies, and puddings must be the source of all the things that have dripped on, corroded, slimed you in this dungeon. It's the Mother of all gooey things, end it's reign of gelatinous terror!

At all times the Blobinator is belching, spewing and otherwise projecting bits of ooze, slime, jellies, and puddings (use your favorites).  Everyone and thing in the area of the Blobinator has a 50% of being hit by one of these each round.  Figure damage/effects as appropriate for type of goo.

The Blobinator's primitive alien nervous system will respond to any attack with reactive counter attack.  Melee and any target within 20' will be responded with a slam of a oozy pseudopod.  To reach targets further afield the Blobinator can swing a pseudopod around like sling until the tip flies off to strike opponent.  Critical hits result in random oozy thing's effect on target.

Each creature killed by the Blobinator will rise as a random oozy thing d4 rounds later.

Immune to fire, cold, acid, electricity, mind affects.  Takes "normal" damage from holy water, alcohol.  non-magic weapons have 25% chance of corroding, breaking, getting gooified each time they hit.  The Blobinator can stick/climb along walls and ceilings.

Tuesday, January 10, 2012

Monster - Soul Wraith

[I couldn't sleep last night and this came floating into my head.  Scaled for d6 damage system,  descending AC.]


Soul Wraith

HD: 8hp, attacks as 4HD monster
DAM:  d6 swipe that rips life force from victim
AC: 8*
MV: 12 (fast as unencumbered human)

*Incorporeal, only hit by magic, blessed, and the like weapons. Can pass through holes, thin cracks but not solid material.  Soul Wraiths are not undead and can't be turned.

Every living being the Soul Wraith had line of sight at some point during the round takes d6 damage as their life force is drained into the Soul Wraith.  This damage heals the wraith (up to 8hp).  Any leftover becomes temporary hitpoints for the Soul Wraith.



Soul Wraith Assassin


HD: 8hp, attacks as 4HD monster
DAM:  d6 swipe that rips life force from victim
AC: 8*
MV: 12 (fast as unencumbered human)


*Incorporeal, only hit by magic, blessed, and the like weapons. Can pass through holes, thin cracks but not solid material.  Soul Wraith Assassins are not undead and can't be turned.  They fade to invisibility at the start of any turn and after they are hit if they have 8 or less hitpoints.  They remain invisible until they attack.   When attacking while invisible Soul Wraith Assassins do back stab/critical/max/(whatever your system uses) damage.

Every living being the wraith had line of sight at some point during the round takes d6 damage as their life force is drained into the Soul Wraith.  This damage heals the wraith (up to 8hp).  Any leftover becomes temporary hitpoints for the Soul Wraith.  Draining produces faint wisps of life force revealing the general location of an invisible wraith if bright light is available.  Soul Wraith Assassins can suppress their draining so as to retain surprise.

They are highly intelligent, cunning and will use hit-and-run and other tactics to survive and drain the life out of their victims.

Wednesday, June 15, 2011

Bear Hugs on Notice

According to B/X Blackrazor.  My initial reaction was "Huh, I knew everything he said but never put 2 and 2 together".  But, then I was like "Wha?  Bears are instruments of destruction.  They will totally kill you dead."

Counterpoint 1, I believe a bar hugged someone in Grissly Adams or some such Mtn Man movie.  If it's been in a movie it's fair game for my, er, game.

Counterpoint 2, DM's job is to make bear more awesome not turn it into some pansie GR wrestler.  From now on all bears (esp owl type) will be
If a bear (of any type) hits with the same opponent with both paw attacks in a single combat round, the beast has got one of it's victim's arms in each paw and inflicts an additional 2-16 (2d8) damage as it rips them apart.  Blood fountains, spilling/spewing/splattering entrails and ripped off limbs used as clubs in future rounds at DM's option.

Counterpoint 3, no less than flippin photographic evidence. Hug that B/X!
Those bars aren't gay man, they're totally in a bear hug flippin death grip!

Wednesday, November 24, 2010

Necromould [Guest Post]

[This post was written by Flip, author of The Paradigm Traveller RPG blog.  Payback for the guest post Role Playing Game aides and accouterments I wrote on his blog.]
You round the bend in the underground tunnel and a cavern opens ahead of you. The faint rays from your flickering torch disappear into the yawning gloom ahead. You make your way down to the floor, miniature rock-slides marking your progress. When you reach the bottom, you brush the heavy dust from your clothes and turn to resume your trek. You freeze as the torchlight flickers over something... strange. After a moment's hesitation you move cautiously forward to gain a better view, halting several yards from the oddity.
A large irregular sphere, pale yellow-green and roughly six feet in diameter, hangs suspended before you, perched atop numerous slender filaments that stretch down to pierce the ground beneath. The surface glistens with slime and large pores with swollen rims, each a hands-breadth across, dot the lumpy skin like a multitude of festering wounds. At first it seems odd that such ponderous bulk rests on such seemingly fragile supports, but the longer you gaze at it, the more you feel the central mass actually supports and anchors the filaments as they stretch down into the earth. You become convinced when your scrutiny reveals that while the center mass is motionless, the filaments are continuously undulating in a nigh-imperceptible writhe.
As your eyes pass over the area where the thing's tendrils enter the stone, a small glint catches your attention. Several small objects gleam in the torchlight, and they seem to be spilling out of a half-buried pouch. Coin! -- a matching gleam sparkles in your eye as greed compels you forward. Not wanting to move any closer than necessary, you halt several feet away and stretch out your sword, hoping to catch the pouch with the tip of your blade. Suddenly a long drops and ricochets off your weapon. With a start you leap back, eyes darting up. From every pore the fungus oozes a mix of yellow ichor and bone, all falling into a slimy pile on the ground. Ribs, shoulder blades, a spine, and finally a skull. An inhuman, fang-toothed skull. A moment after the skull hits the pile, the bones begin to rise and join together. Seconds later a full skeleton stands before you, yellow ichor flowing over and around each bone in narrow rivulets. Jaws open in a silent roar and the nightmare steps towards you...

Necromould

[Before we go any further, allow me to note that the Necromould is not a monster per se, but can be thought of as a flavorful explanation for the presence of undead, both in the world and in a particular location. The Necromould can also serve as the existential threat against which the PCs are striving]

It is said that long ago, an elder god from a distant dimension was cast down and murdered, betrayed by his most trusted servants. With his last strength, the old god uttered a curse of vengeance that consumed his own essence and gave rise to the Necromould. The Necromould may best be classified as an unliving disease, an unholy cancer that spreads decay and death wherever it propagates. The Necromould quickly consumed all life in its home dimension, and now strives to spread to other planes to feed anew.

While the vast majority of the Necromould's physical bulk resides in its native realm, it is constantly sending out astral feeding tubes that probe other realities. When one of these feelers happens to alight on a living creature at the time of its death, the life-force acts as a conduit through which the Necromould can deposit a spore in creature's body. Part of the creature's soul is drawn back through the astral feeder to the main body of the Necromould, to languish in uncomprehending torment. A sliver, however, remains behind to nourish the pod. Each necropod exists to consume life, and catches its prey by reanimating the dead. These undead minions may be the remains of the creature that first served as the gateway of the necropod, or may merely be the bones of some other dead creature. Indeed, the necropod extrudes tendrils which slowly phase into the ground, always searching for a stronger corpse to reanimate. On finding such a prize, the necropod magically draws it up through the earth and into itself, ready to act when needed. When a living creature approaches within a certain distance to a necropod, roughly equivalent to the diameter of the pod itself, the horrible mass begins expel the physical components of the corpse it has animated. In a matter of seconds, the skeleton, zombie etc is made whole, held together by faintly glowing necroslime. The undead minion remains tethered to the necropod via an astral feeder, but is otherwise able to move freely in pursuit of living targets. The minion will attack all living targets, and if successful in making the kills, will bring the corpses back to the necropod. The newly fed necropod may grow, and may "elect" to animate the fresh kill.

Necropods vary greatly in their own size and in the size and number of creatures they control, based on how many lifeforms have fallen prey to them. Mechanically speaking, each necropod has a diameter proportionate to the number of hit-dice worth of undead it commands. The ratio is three feet of diameter for every 1 hit-die. Thus a 15-foot diameter necropod might contain five human skeleton warriors at one hit-die apiece, or a single 5 hit-dice owlbear skeleton. Or it might contain a 2 hit-dice ghoul, and a 3 hit-dice shark skeleton. Of course, the shark skeleton won't be terribly effective in combat, but the necropod is effectively non-intelligent. It cannot choose it's servants selectively, it merely seeks out the echos of the most powerful form. Necropods of sufficient size may even contain intelligent undead, which are capable of independent thought, but are nevertheless compelled to serve their master's hunger. There is no upper limit to the number of monster hit-dice a necropod may contain.

Even if a living creature survives an encounter with a necropod's minions, the danger is not yet passed. If the necropod managed to injure the living creature during the fight, then the living creature itself now contains traces of the Necromould. The creature is now sensed by the Necromould, and when the creature dies, there is a 1 in 6 chance that the Necromould injects a spore at the moment of death. It may or may not be within the power of certain clerics to help a victim to avoid this fate. Necropods are mostly immune to physical damage, but their minions have all of the normal undead vulnerabilities. The only known way to destroy a necropod is to sever the astral feeder tube that connects back with the Necromould, and then to burn the now-vulnerable pod with fire.

Friday, April 16, 2010

Origin of the Flumph

Hey, isn't that a Flumph on the cover of Invasion of the Air Eaters?  And hey, why not? Certainly Flumphs are scary enough to represent monsters that breath I mean "eat" air.



Courtesy of this E-bay auction.

Thursday, April 15, 2010

Necrotic Technology

In Grognarida's Dwimmermount Session 36 the party encountered --

obviously dead apes whose bodies were animated through some sort of necromantic technology -- tubes, gears, and silvery-black replacement parts.
Which gave me the science-fantasy idea that all corporeal undead are "cyborg" constructions.  Mostly skeletons and zombies in all their countless variations.  I've never been sold on undead as a "class" of beings.  There just sort of boring and the ones you could poke always seemed to diminish the incorporeals' impact.

I like having "spirits" be the real "dead" and the "walking dead" being necromantic abominations.  I'm fine with having ghouls just be cursed cannibals. Vampires being somethings altogether unique.  What others are there?

Being associated with necromancy, gives reason for technology to be (wrongly) shunned. It all just fits much better with my world/underworld view and with the science-fantasy setting I'm migrating towards.  Half the reason I'm using LL is cause I think it's a only short hop away from MF.


Hmmmmm, there's amazingly few images of zombies or skeletons with gears and such findable with 5min of google searches. Everything is about the terminator or Gears of War video game. :(

All I could find was this break-dancing samurai pirate.

Tuesday, March 30, 2010

Bucket Load of Chimera

scares the hell out of me
 
With luck it's gonna scare the hell out of my players too.  Find many ready made chimera(aka animal-morphs, aka people with photoshop+too much time) at humandescent.  Thanks to Timeshadows for the link.  And Telecanter's Receding Rules for reinforcing my loathing/fear of horses.

Below, some delightful dogbirds. I think the Horillas are my favorite. 

Wednesday, March 10, 2010

Death Bed

aka Mortis Mattress

This relative of the lurker and mimic looks like a four post bed of the comfy sort. The type one would use in conjunction with Cunard's Cozy Comforter of Restful Repose. It is, of course, a voracious monster bent on eating anyone who wanders near. When encountered, DM should roll reaction (or d6 if reaction not used). This will determine how long since the creature's last meal. If not very hungry the creature will be quite patient and cunning waiting for its occupant to fall asleep before indulging in a late night snack. Conversely, a starving bed will be very aggressive springing its attack on those who merely sit on it's edge. OTOH a fully satiated bed might not even nibble on someone resting a full eight hours on it.

Death Beds are fully mobile and are as fast as an unencumbered man. Their primary attack is two great enveloping "wings" from either side, much like a manta ray's. These grapple, trap, and suffocate in addition to secreting digestive juices for 1d6 hits a round. Death Beds may also bludgeon up to four separate annoyances with kicks and "punches" from it's posts. Note: due to their wide spacing no two posts may attack the same target. Some specimen's have a toothy maw which on a critical hit will swallow whole small morsels such as hobbits, children and dogs. Meals so ingested will be slowly(1d6/rnd) digested and they or what's left of them may be recovered from hacking into the "mattress".

Unless extreme measures are taken (called shots) those being consumed will take 1/2 of any damage inflicted on the bed. Death Beds are immune to electricity, sonics, gases, suffication, and aren't terribly put out by water. They d0n't breath or have hearing (they do sense vibrations). Take only half damage from cold. And if you use such modifiers, aren't as damaged by blunt and piercing weapons as they are slashing/chopping types. Fire is their bane, taking double damage from it and very easily catching on fire for continuing damage.

Death Beds accumulate gemstones in a gullet like organ they use to grind bones. Their lairs will have, in out of the way area, small piles of inorganic gear. The remains of previous meals and the creatures "dung". But, they rarely stay in one area for very long. Preferring to sample the local fair and then move on before being discovered. It is unknown how they travel great distances. They have been discovered and exterminated in taverns and noble manors. One would expect a bed walking in the front door to be noticed.

Lessor and weaker versions (cots, simple beds) are known to exist. Whether these are different species or the juvenile forms is hotly debated by monsterologists!

Sigh, I think that is the lamest image I've ever put on this blog.

Sunday, March 7, 2010

Saturday, February 13, 2010

Galeb Duhr

This silly what monster are you was pointed out by the RPG Dumping Ground. One of the questions implied that Galeb duhr was an anagram. According to random anagram site found via Google it's one of these. But, damn if I can't figure out which one. Dale Burgh? Who dat?


Badge Hurl
Garbled Uh
Balder Hug
Balder Ugh
Blared Hug
Blared Ugh
Bald Huger
Garble Duh
Herbal Dug
Bag Hurdle
Bag Hurled
Gab Hurdle
Gab Hurled
Blah Urged
Glared Hub
Haled Grub
Haled Burg
Herald Bug
Lead Burgh
Lade Burgh
Dale Burgh
Deal Burgh
Had Burgle
Had Bugler
Hard Bulge
Hard Bugle
Hag Burled
Laugh Bred
Ha Burgled
Ah Burgled
Rah Bulged
Rah Bugled
A Burgh Led
A Grub Held
A Burg Held
Bad Her Lug
Dab Her Lug
Bald Erg Uh
Bald Eh Rug
Bald He Rug
Bald Re Hug
Bald Re Ugh
Bard Gel Uh
Bard Leg Uh
Bard Eh Lug
Bard He Lug
Drab Gel Uh
Drab Leg Uh
Drab Eh Lug
Drab He Lug
Brad Gel Uh
Brad Leg Uh
Brad Eh Lug
Brad He Lug
Bag Ed Hurl
Gab Ed Hurl
Grab Led Uh
Garb Led Uh
Brag Led Uh
Bah Led Rug
Bah Red Lug
Blah Ed Rug
Blah Dug Re
Lab Red Hug
Lab Red Ugh
Lab Drug Eh
Lab Drug He
Lab Dug Her
Lab Duh Erg
Alb Red Hug
Alb Red Ugh
Alb Drug Eh
Alb Drug He
Alb Dug Her
Alb Duh Erg
Bra Geld Uh
Bra Led Hug
Bra Led Ugh
Bra Duh Gel
Bra Duh Leg
Bar Geld Uh
Bar Led Hug
Bar Led Ugh
Bar Duh Gel
Bar Duh Leg
Ad Beg Hurl
Ad Herb Lug
Gad Be Hurl
Gad Blur Eh
Gad Blur He
Gad Burl Eh
Gad Burl He
Glad Hub Re
Glad Rub Eh
Glad Rub He
Glad Bur Eh
Glad Bur He
Had Rub Gel
Had Rub Leg
Had Bur Gel
Had Bur Leg
Hard Be Lug
Lad Berg Uh
Lad Grub Eh
Lad Grub He
Lad Burg Eh
Lad Burg He
Lad Bug Her
Lad Hub Erg
Lard Be Hug
Lard Be Ugh
Lard Beg Uh
Lard Bug Eh
Lard Bug He
Rad Hub Gel
Rad Hub Leg
Hag Blur Ed
Hag Burl Ed
Hag Rub Led
Hag Bur Led
Lag Bred Uh
Lag Drub Eh
Lag Drub He
Lag Dub Her
Lag Bud Her
Lag Hub Red
Gal Bred Uh
Gal Drub Eh
Gal Drub He
Gal Dub Her
Gal Bud Her
Gal Hub Red
Rag Bled Uh
Rag Hub Led
Gar Bled Uh
Gar Hub Led
Ha Bled Rug
Ha Bred Lug
Ha Drub Gel
Ha Drub Leg
Ha Grub Led
Ha Burg Led
Ha Rub Geld
Ha Bur Geld
Ah Bled Rug
Ah Bred Lug
Ah Drub Gel
Ah Drub Leg
Ah Grub Led
Ah Burg Led
Ah Rub Geld
Ah Bur Geld
Rah Bed Lug
Rah Deb Lug
Rah Dub Gel
Rah Dub Leg
Rah Bud Gel
Rah Bud Leg
Rah Bug Led
La Bred Hug
La Bred Ugh
La Berg Duh
La Herb Dug
La Burgh Ed
La Bug Herd


Oh and I'm a apparently "A creature out of legend, the heroslayer hydra earned its name from the heroes who fell to its fangs." Which I take to be subtily cautioning me about my Killer DM tendencies.

Wednesday, January 27, 2010

Howlerbat


I found that awesomeness on my best friend's Spacemummy Flickr page. Dude's been holding back on me. Sure, I've not checked his flickr page in like 2 years. But, knowing my obsession with all things chimptastic he should have sent out a special alert. Pasting that picture onto a card and putting it in my Deck of Random. Which I draw from and inflict on players whenever I'm bored or don't know what to do.

I always want to use flying monkeys [yep I know it's a chimp and chimps aren't monkeys] but they seem a bit too Over the Rainbow, ya know? But, this concept is perfect. Just the essential elements of flying and monkey. Still, they could make use of a prehensile tail. Wrapped around victim's neck for leverage in shattering their skull and eating their tasty non-monkey brains.

I'm not much of a statter upper, or rather I prefer to stat things up on the fly. What can stats tell you that that picture don't? It'll have whatever HD, AC etc are needed at the moment, it flies, it howls, it bites and it can be distracted by bananas. What else is there? How would you stat it up?

Tuesday, December 1, 2009

OoE - Dragon Magzine #3 #4

I've decided to take at least one element from every RPG product I own to use in my Gold & Glory campaign. Starting with my CD collection of the Dragon Magazines issues 1-250.

The Dragon Vol 1, No 3 Oct, 1976

The Full Index. Reading Tim Kask's Dragon Rumbles editorial pages of these early Dragons I'm struck with how much the tone and topics remind me of Ignatius �mlaut's words from Fight On!

From Len Lakofka's Notes on Women & Magic the level name for clerics after Prioress and before Matriarch is Superioress. That's too funny.

GenCon IX D&D Elimination Tournament "Miss Teenage Wisconsin, Jennifer Johnson, was on hand to add a touch of class to the ceremonies and presented all of the plaques." Wonder how that went?


Birth Tables for D&D
by Brad Stoick & Brian Lane

Pretty neat. Interesting ideas on rolling father's title, Knight, Baron, etc. and also their position Land Holder, Sheriff, Advisor to the King, etc. If I used something like this I'd start with the over the top HackMaster system and add some ideas from here to that.


Samurai
by Mike Childers as modified by Keff Kay

The mechanics for Katana and Wakizashi are interesting. They come in +0 to +3 tohit/dam varieties. Each having increasing chance to score a critical. E.g. for the +3; automatic on 18,19,20 or when rolling 5 or more above required to hit number. A critical blow is resolved on this d100 table.

01-80 25% of Max Hit Points or 6 hit points (whichever is greater) and the loss of a limb (1 = right arm, 2 = left arm, 3 = right leg & 4 = left leg).
81-95 50% of Max Hit Points or 12 hit points (whichever is greater) and a major body hit (no additional damage other than hit points).
96-00 100% of Max Hit Points due to decapitation or other instant kill.

I wonder when the Vorpal Sword was first mentioned and same for critical hits?


A New View of Dwarves
by Larry Smith

From the Abilities of Dwarves;
7. They can "feel" when handling armor or weapons if they are magical in nature.
9. Dwarves with Int of 9+ and Str 9+ can do smiths work.
10. Dwarves with Int 12+ and Str 9+ can to armorers work.
13. Dwarves with a Dex of 17 or greater can swim naturally.
14. Only Dwarves with an Intelligence of 12 or better will even consider getting on a horse. [Think Larry got that reversed ;)]

There's more of the "if stat then foo" entries. Interesting idea on how to both provide benefit for high stats and produce some character background.


The Berserker
by John Pickens
"Each berserker must become a shieldbrother in one of the following
clans: Wererat, Werewolf, Wereboar, Weretiger, and Werebear. When
the berserker earns his wereshape he will take that form when berserk,"
Kind of a fighter druid shape changer, I'm diggin it. I always thought barbarian and rage were two tastes that did not go well together. Definitely will use this class concept if not the exact mechanics. I like how one of the followers they attract will be a bard (I imagine Skald type)

Under chance of berserking:
Add 20% if the berserker bites his shield (voluntary).

WTF? More on this shield biting thing.



The Dragon Vol 1, No 4 Dec, 1976

I'm six this month! Full Index. Cover by M. A. R. Barker. The art and that it was made by the game author both pretty much explain why EPT rocks. They added four pages to this issue for EPT.

"In terms of development of detail, I think EPT has it over Middle Earth in the matters that most concern gamers. This is attributable to the fact that EPT was developed by a wargamer, and M-E was not." -- Tim Kask

I hadn't realized EPT was ever so gamer mainstream. Even had miniatures made for it (reviews in this issue). I wonder why it did not take off. Actually I know, it's too freaky. And only some gamers are freak lovers. Some of that freakish awesomeness
"...dispatches from all over the Empire are gathered each month into another volume of the “Korunkoi hiGar-dasisayal Koluman hiTirikeludalidalisa” (The Book of Mighty Imperial Deeds of the Great and Glorious Petal Throne). Inscribed on leaves of gold, this record is maintained in the Hall of Blue Illumination ..."
From Reports Submitted to the Petal Throne. Also very awesome is The Battle of the Temple of Chanis: 2020 A.S.

One of the past / lost / destroyed empires that once ruled the lands that comprise the "G&G play area" and whose ruins are it's adventure sites will be EPTesque. I'll sprinkle those reports and the rest of the awesome flowery text in scrolls, texts, monument carvings. Perhaps the players can piece together the location of a great treasure. Or even what caused the Empire of the Petal Throne to fall and thus avoid its mistakes.


Creature Features The Mihalli
No author listed, I assume M.A.R Barker


Your basic malevolent ancient race, but with awesome pants.

The Mihalli are an ancient nonhuman race which came with humanity to Tekumel G&G — but not with humanity’s knowledge or blessings! Their motives and attitudes are totally incomprehensible to mankind. They behave in ways which can only appear random to humans, since the Mihalli seems to function simultaneously in this dimension and in others as well.

The Mihalli are humanoid in form, hermaphroditic, able to see in the dark. Their skins range from dull green to a rich coppery brown — lower class Mihalli being of the former color and higher level Mihalli of the latter. They are shape-changers and can adopt the form of any human they wish. The only drawback to this is that their opalescent red eyes can at times (20% each turn looked at) be seen even through their disguises. They are marvelous magic users.

Their favorite magical weapon is the Ball of Immediate Eventuation, which can fire an energy bolt, build up a defense shield against all nonmagical projectiles, or cause them to become invisible. This weapon comes in various strengths, represented by its color: the weakest one is light purple, then bright silver, then bright gold, then lambent, translucent blue.

Monday, November 23, 2009

Protrusible Eyes

Naked Snakes. I use sensory tentacles every third monster but I've never imagined protrusible eyes. I don't even want to know what protrusible means, I know what I think it means and it means awesome.

Sunday, November 15, 2009

Suprises on 1-6

Nature, it's seriously freaky. I've heard that humans have problems with comprehending huge values such as how long life has been evolving on earth really is (more than three billions of years). Did you know that 99.9% of all species are extinct. Those alive today represent .001 of what has lived. Everything alive is a thousandths place rounding error*. There's been so much opportunity for evolution, countless weird ass creatures have evolved, lived, and become extinct. Critters left today are by and large the most extreme adaptations or the most general. Like the little guy to the right, we are all elites!

This is how I imagine Elven Cloak works and do some degree Hide in Shadows. That is the hider is adept at flowing his cloak, cloths, body to adapt and blend in with the existing shadows and contours of terrain. They've done things like frayed all the sharp lines and removed (or boot blacked) any shiny bits from their exterior. It's not a supernatural ability, it is all experience, practice, and evolution (high Dex being beneficial mutation).

Clicky picture to awaken monster.

* This is part of why I can't get too worked up about all the extinctions humans are causing. Even if we trigger a mass extinction. There's been several already. We might not survive but the Earth will. Life, it can make more.

Tuesday, November 10, 2009

"Prehistoric Life", a review

The dude from Tetrapod Zoology blog cowrote "Prehistoric Life". A huge book, thousands of images, 512 pages, 11.8 x 10.3 x 1.4 inches. Covers everything from formation of planet to the rise of man, 3.8 billion years. Expected it to be $40-60, it's $26 or less from Amazon! Bought it straight away.

It arrived the other day, and it is totally awesome. Typical for my reviews I offer no actual review and instead tell you who should get this book. There are three sorts.

One You have kids or in process of making one. I've had a life-long fascination with science and learning. It might just be the way I'm wired. But, as a wee lad I remember reading volumes of "How Things Work" and "City", among others. Since then I've been searching out knowledge and understanding. Buy "Prehistoric Life" (and other books like it.) Don't make your kids read it. Just leave it around. Your kids will find it and unless they suck it will blow their minds and they will crave more.


Two You're running a sci-fi/time travel RPG and want to throw down with some verisimilitude. Player's Far Trader land on a young, primitive planet? Turn to page 112 and peruse the section on Devonian plants. The regularly awesome CGI renderings and descriptive text provide all you need to set a unique stage. Need some ideas for the "Land that Time Forgot" other than, yawn, T-Rex? 500 freakin full-color pages to the rescue.


Three I've said this before (and "Prehistoric Life" supports my thesis) that nature has made weirder, more interesting "monsters" than we will ever think up. Pg 130, Stethacanthus. Pg 254, Dimorphodon (image in book makes it look cooler than wikipedia one). All those armoured spiked "dinosaurs". Pg 410 horse-ape people. A tweak or mix and match a few and you have a wicked new creature. Seriously, take any Paleozoic aquatic invertebrate, stick on 1d6 eyestalks (if needed) and float them toward your players.


Oh, yeah. I guess fourth type that should buy it. Those that are still that kid fascinated with science, learning, and big books. But instead of raiding your father's book shelf you can charge things on credit cards and have them arrive at your door a few days later. It's so rad.

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